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WildFire

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Everything posted by WildFire

  1. Nevermind, entirely too difficult to find in search, I tried but it is in the GUI manual. Page 56. If your building missions read the whole thing, its pretty comprehensive.
  2. Are you adjusting (of course) the max distance of your seach then engage waypoint? I think when it first starts the distance is like 8 miles, which of course is tiny. I did some testing in my mission and found they have to be a lot closer than what you define in that box. I still have to test some things tho, like turning on radar to do continuous search(could be way way important) But yeah Im working on this right now as well. Ill get back here if I find anything promising.
  3. I think the preview is used for this, theres a method. (Preview mission, save) Do a search, theres already a bunch of threads on it.
  4. Check your thread. http://forums.eagle.ru/showthread.php?t=77983
  5. I tried making a mission with six flights returning to base around the time you do, its outright insanity. I dont think ATC assigns them orbiting altitudes and some aircraft dont orbit in circles while attempting to land. And there is no specific order, like no number to land scheme so they each try to sneak in front of each other and land. Basically anarchy. So what I did was assign each flight a waypoint 5-8 miles out, then put each into an orbit at 2000 feet plus 1000 feet for each flight. I put a trigger at the far end of the runway, triggered as each aircraft passes it. So each time an aircraft lands the next flight comes out of orbit and contacts ATC. The problem is that I think in this pattern flights drop altitudes as each flights goes on approach. So when the first flight at 2000 feet lands the next flights drops orbit to 2000 and so on all the way up the funnel. I havent figured out how to do it yet, maybe multiple waypoints with orbits at different alts and a single flag to send all the flights to next waypoint and down a thousand feet. Very possible. I think I'll actually attempt to implement this before I finish it. Well see. Another problem is that the player can always sneak in between any of the flights to land. Once the tower gives you clearance to land its dog eat dog to get to the threshold. So even if you make a bunch of traffic, I doubt anyone would wait for it to land. Taking off is another story entirely of course.
  6. and the first champion for the war medal for unselfish acts of genocide go to....
  7. Or just leave your apu running. Either way works.
  8. Or better yet, try to put units inside it and bomb them??
  9. You could also have a trigger for.... Units altitude greater than 9000>>>> Flag 1 true Flag 1 On and units altitude less than 8000>>>> message The point of putting the altitude a thousand feet higher is because in case while ingress you just pass 8000 perhaps you drop a little altitude turning or something and pass back into the zone too soon. Setting it 1000 feet higher will insure the player is sufficiently above the hard deck to begin with and that he wont be going down a full 1000 feet by accident.
  10. Forgot about that, thank you... Im guessing that also works for ccip bombing in the mountains too?
  11. Gonna jump in here, I only recently assigned a joystick button to PAC as I kind of skipped it somehow in the manual and never went back. So I finally assigned the button, I can tell you that if your not using PAC you are not serious about killing your target. Super useful info on the ranges thank you viper and cepega. In essence, with PAC and within optimal range, you WILL kill whatever your aiming at. Also of note, in a mission I am building right now targets are in the mountains. The side of them, so a lot of times the CCIP gun sight is rendered useless because it cant accurately range because well... its a computer. There are other sights you can use of course but so far I have found that if you dive right above them, fly in straight down and use the gun cross on the top of the hud that if your within a couple miles youll get pretty good hits. Seems bullets travel pretty straight, straight down... (no duh right?)
  12. Yeah I ended up canning the troops on that target but it was alright cause that is the only one that wasnt just troops so it works now. As soon as I have the 3 different paths that you can choose at the beginning itll be done. Although they dont change much. Did you make those sound files yourself? Pretty neat, I wish they had more options for the initial contact jtac. Like the ability to set up fac to use all your own ogg files. From start to finish. Of course youd have to record each line seperately and have different options but then Im sure people would be making soundpacks like mad.
  13. Make sure you have latest patch, 1.1.0.8 all the "fire at point" commands were broken, also like he said make sure they are in range. Give them a triggered task instead of using the standard advanced waypoint menu, then a few seconds after mission start try creating a trigger to AI task "fire at point". Once you start the mission watch them, if they dont turn and face the target within a couple minutes they arent gonna fire. But it does take a really long time. 5+ sounds right. Mortars are like 3. Arty is like 4+ I think.
  14. Excellent advice Druid, however through fubar'ng it all up I found this on my own. Yes they have different numbers but same callsign and the callsigns are named on the waypoints in your flight plan to limit confusion. Just about done now, I just came on here to verify something- As to the original post with infantry my AFAC is worthless. I also notice I cant see any ground troops from the air, maybe Im not looking for them hard enough(in this mission im building their all in trees, apparently that doesnt stop FAC thankfully) so either not looking hard enough or they arent rendered. If they arent rendered then perhaps if they arent rendered then there is no way an airborne fac can see them. Perhaps this is a related issue, maybe even bug worthy. Well have to do some more fact finding but this indeed warrants some research. Also I tested with the fac within 3000 feet. Edit** I just flew real low and seen my guys, so I guess you can see enemies too, probably. If your close enough.
  15. I am actually building a mission right now that uses facs. 3 areas in the mountains, its basically the reality of the afghanistan mountain missions I posted about a while ago, rocket and gun runs on hilltops, fun sh#@. I have to create multiple facs to activate at random times because within my testing I could not get the facs to work if you used a triggered task. So I just spawned new ones for different pre-existing groups. One problem I have come across though is getting an AFAC to spot infantry once hes been activated. I put him five thousand feet over them, they are in a very small clearing, and i tried assigning the group but he still tells me to bugger off. I'll figure something out though, as far as it goes its about done. I was waiting to release my first two for the update then they broke speeds stuff, so that went out the window, when I get done with this I'll be releasing two. The second one is super hard, this one is relatively easy just kind of quick fun. I know doing CAS for hog pilots in afghanistan is easy so this is my best take so far. Druid, I havent checked but Im assuming the patch snafu'd your random gen that I was using? I just figured cause it used os. commands.
  16. lol "dcs:bigwheel". For pedal locations see page 276 of the manual.
  17. Well I guess I was just confused by what paul said. Hes saying they still turn but they do loading and rearming in different areas... Im confused.
  18. Mayday calls while listening to guard would be neat. I can see it now building a mission. Mayday call>> go to location, remain on station for close air support around wreckage. Activate patrol groups that have waypoints within 5 miles of patrol area. Although you would literally have to crash a plane down to get it in a 5 mile area of your choice.... lol. At least until we get something that can get_location>>activate group at x,y,z.
  19. Wow I thought they would just adjust the munition properties so that it acted "like" a 97. But they went and modeled the pucks and everything. That is TITS.
  20. What do you mean, the pit got too hot? I remember dubai. I swore the sand was going to turn into glass under my shoes... like 120-130 in the middle of nowhere... whew... Yeah I read that they often flew it in and fueled up full for patrol, but its not like I can say for sure, Im not a pilot.
  21. It happens. Excellent screenshot pandawelch.
  22. On second thought maybe its better we dont have a tunnel. How many yahoos are going to try to fly throught it....
  23. My graphics are maxed, mirrors, distances, and a lot of custom settings in view and graphics configs... So its not that. Grid FH96 where the road seemingly disappears. Check it out. See if its just my system.
  24. Looking around some pretty cool terrain and noticed a road was missing a section on the map so I took a look. I know ED has a lot on their plates... probably hoping no one noticed this one... There should be a little constructions sign that says road closed or maybe some police tape..
  25. Lol I'll have to take a look at that I never thought about it, could the proximity of another airport by one of these things? Im talking about Vaziani but I'll have to look around. About the fuel, yeah I rarely take off with full tanks, too heavy usually with a full load. I usually go light to get up to alt, then top off and start my patrols. The mission I built for single player last night is tough, a 3 hour patrol and no cues, so your basically on patrol searching for targets for three hours. On my first run I had to AAR 3 times. The third refuel was a bit sketchy cause I was getting really low around the time my relief was to show up, so I stayed on til they got there, then I went for gas and home to IMC at vaziani.
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